started working on the Player-Actor.
This commit is contained in:
@@ -27,6 +27,9 @@ namespace OpenRa.Game
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Location = location;
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CenterLocation = Traits.Util.CenterOfCell(Location);
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Owner = owner;
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if( Info != null )
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{
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Health = Info.Strength; /* todo: handle cases where this is not true! */
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if( Info.Traits != null )
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@@ -42,6 +45,7 @@ namespace OpenRa.Game
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throw new InvalidOperationException( "No Actor traits for " + Info.Name
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+ "; add Traits= to units.ini for appropriate unit" );
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}
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}
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public void Tick()
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{
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@@ -57,7 +61,16 @@ namespace OpenRa.Game
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}
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public float2 CenterLocation;
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public float2 SelectedSize { get { return Render().First().a.size; } }
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public float2 SelectedSize
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{
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get
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{
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var firstSprite = Render().FirstOrDefault();
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if( firstSprite == null )
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return new float2( 0, 0 );
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return firstSprite.a.size;
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}
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}
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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{
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@@ -50,9 +50,16 @@ namespace OpenRa.Game
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public static void Initialize(string mapName, Renderer renderer, int2 clientSize, int localPlayer, bool useAftermath)
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{
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Rules.LoadRules(mapName, useAftermath);
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world = new World();
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for (int i = 0; i < 8; i++)
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players[i] = new Player(i, i, "Multi{0}".F(i), Race.Soviet);
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for( int i = 0 ; i < 8 ; i++ )
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{
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var a = new Actor( null, new int2( int.MaxValue, int.MaxValue ), null );
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players[ i ] = new Player( a, i, i, "Multi{0}".F( i ), Race.Soviet );
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a.Owner = players[ i ];
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a.traits.Add( new Traits.ProductionQueue( a ) );
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Game.world.Add( a );
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}
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localPlayerIndex = localPlayer;
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@@ -64,7 +71,6 @@ namespace OpenRa.Game
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SequenceProvider.Initialize(useAftermath);
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viewport = new Viewport( clientSize, Rules.Map.Offset, Rules.Map.Offset + Rules.Map.Size, renderer );
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world = new World();
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Sound.Initialize();
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BuildingInfluence = new BuildingInfluenceMap();
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@@ -135,8 +135,7 @@ namespace OpenRa.Game
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{
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Game.LocalPlayer.IsReady ^= true;
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Game.controller.AddOrder(
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new Order(Game.LocalPlayer,
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"ToggleReady", null, null, int2.Zero,
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new Order( "ToggleReady", Game.LocalPlayer.PlayerActor, null, int2.Zero,
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Game.LocalPlayer.IsReady ? "ready" : "not ready") { IsImmediate = true });
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}
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@@ -161,6 +161,7 @@
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\Harvester.cs" />
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<Compile Include="Traits\Helicopter.cs" />
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<Compile Include="Traits\ProductionQueue.cs" />
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<Compile Include="Traits\RenderInfantry.cs" />
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<Compile Include="Traits\McvDeploy.cs" />
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<Compile Include="Traits\Mobile.cs" />
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@@ -6,7 +6,6 @@ namespace OpenRa.Game
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{
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sealed class Order
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{
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public readonly Player Player;
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public readonly string OrderString;
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readonly uint SubjectId;
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readonly uint TargetActorId;
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@@ -16,16 +15,16 @@ namespace OpenRa.Game
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public Actor Subject { get { return ActorFromUInt(SubjectId); } }
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public Actor TargetActor { get { return ActorFromUInt(TargetActorId); } }
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public Player Player { get { return Subject.Owner; } }
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public Order(Player player, string orderString, Actor subject,
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public Order(string orderString, Actor subject,
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Actor targetActor, int2 targetLocation, string targetString)
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: this( player, orderString, UIntFromActor( subject ),
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: this( orderString, UIntFromActor( subject ),
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UIntFromActor( targetActor ), targetLocation, targetString ) {}
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Order(Player player, string orderString, uint subjectId,
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Order(string orderString, uint subjectId,
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uint targetActorId, int2 targetLocation, string targetString)
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{
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this.Player = player;
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this.OrderString = orderString;
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this.SubjectId = subjectId;
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this.TargetActorId = targetActorId;
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@@ -68,7 +67,6 @@ namespace OpenRa.Game
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var ret = new MemoryStream();
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var w = new BinaryWriter(ret);
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w.Write( (byte)0xFF );
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w.Write( (uint)Player.Index );
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w.Write(OrderString);
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w.Write(SubjectId);
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w.Write(TargetActorId);
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@@ -95,7 +93,6 @@ namespace OpenRa.Game
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{
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case 0xFF:
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{
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var playerID = r.ReadUInt32();
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var order = r.ReadString();
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var subjectId = r.ReadUInt32();
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var targetActorId = r.ReadUInt32();
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@@ -105,9 +102,7 @@ namespace OpenRa.Game
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if (r.ReadBoolean())
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targetString = r.ReadString();
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return new Order( LookupPlayer(playerID),
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order, subjectId, targetActorId, targetLocation,
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targetString);
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return new Order( order, subjectId, targetActorId, targetLocation, targetString);
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}
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case 0xfe:
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@@ -116,8 +111,7 @@ namespace OpenRa.Game
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var name = r.ReadString();
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var data = r.ReadString();
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return new Order(LookupPlayer(playerID),
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name, null, null, int2.Zero, data) { IsImmediate = true };
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return new Order( name, LookupPlayer( playerID ).PlayerActor, null, int2.Zero, data ) { IsImmediate = true };
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}
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default:
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@@ -141,58 +135,58 @@ namespace OpenRa.Game
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// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
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public static Order Chat(Player subject, string text)
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{
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return new Order(subject, "Chat", null, null, int2.Zero, text)
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return new Order("Chat", subject.PlayerActor, null, int2.Zero, text)
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{ IsImmediate = true };
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}
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public static Order Attack(Actor subject, Actor target)
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{
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return new Order(subject.Owner, "Attack", subject, target, int2.Zero, null);
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return new Order("Attack", subject, target, int2.Zero, null);
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}
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public static Order Move(Actor subject, int2 target)
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{
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return new Order(subject.Owner, "Move", subject, null, target, null);
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return new Order("Move", subject, null, target, null);
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}
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public static Order DeployMcv(Actor subject)
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{
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return new Order(subject.Owner, "DeployMcv", subject, null, int2.Zero, null);
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return new Order("DeployMcv", subject, null, int2.Zero, null);
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}
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public static Order PlaceBuilding(Player subject, int2 target, string buildingName)
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{
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return new Order(subject, "PlaceBuilding", null, null, target, buildingName);
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return new Order("PlaceBuilding", subject.PlayerActor, null, target, buildingName);
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}
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public static Order DeliverOre(Actor subject, Actor target)
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{
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return new Order(subject.Owner, "DeliverOre", subject, target, int2.Zero, null);
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return new Order("DeliverOre", subject, target, int2.Zero, null);
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}
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public static Order Harvest(Actor subject, int2 target)
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{
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return new Order(subject.Owner, "Harvest", subject, null, target, null);
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return new Order("Harvest", subject, null, target, null);
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}
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public static Order StartProduction(Player subject, string item)
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{
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return new Order(subject, "StartProduction", null, null, int2.Zero, item );
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return new Order("StartProduction", subject.PlayerActor, null, int2.Zero, item );
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}
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public static Order PauseProduction(Player subject, string item, bool pause)
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{
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return new Order( subject, "PauseProduction", null, null, new int2(pause ?1:0,0), item );
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return new Order("PauseProduction", subject.PlayerActor, null, new int2( pause ? 1 : 0, 0 ), item);
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}
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public static Order CancelProduction(Player subject, string item)
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{
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return new Order( subject, "CancelProduction", null, null, int2.Zero, item );
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return new Order("CancelProduction", subject.PlayerActor, null, int2.Zero, item);
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}
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public static Order SetRallyPoint(Actor subject, int2 target)
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{
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return new Order(subject.Owner, "SetRallyPoint", subject, null, target, null );
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return new Order("SetRallyPoint", subject, null, target, null );
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}
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}
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}
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@@ -10,6 +10,7 @@ namespace OpenRa.Game
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class Player
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{
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public Actor PlayerActor;
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public int Palette;
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public int Kills;
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public string PlayerName;
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@@ -23,8 +24,9 @@ namespace OpenRa.Game
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public bool IsReady;
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public Player( int index, int palette, string playerName, Race race )
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public Player( Actor playerActor, int index, int palette, string playerName, Race race )
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{
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this.PlayerActor = playerActor;
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this.Index = index;
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this.Palette = palette;
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this.PlayerName = playerName;
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74
OpenRa.Game/Traits/ProductionQueue.cs
Executable file
74
OpenRa.Game/Traits/ProductionQueue.cs
Executable file
@@ -0,0 +1,74 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRa.Game.Traits
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{
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class ProductionQueue : IOrder
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{
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public ProductionQueue( Actor self )
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{
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}
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public Order IssueOrder( Actor self, int2 xy, bool lmb, Actor underCursor )
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{
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// production isn't done by clicks in the world; the chrome handles it.
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return null;
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}
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public void ResolveOrder( Actor self, Order order )
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{
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switch( order.OrderString )
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{
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case "StartProduction":
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{
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string group = Rules.UnitCategory[ order.TargetString ];
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var ui = Rules.UnitInfo[ order.TargetString ];
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var time = ui.Cost
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* Rules.General.BuildSpeed /* todo: country-specific build speed bonus */
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* ( 25 * 60 ) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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time = .08f * time; /* temporary hax so we can build stuff fast for test */
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if( !Rules.TechTree.BuildableItems( order.Player, group ).Contains( order.TargetString ) )
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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order.Player.BeginProduction( group,
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new ProductionItem( order.TargetString, (int)time, ui.Cost,
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() => Game.world.AddFrameEndTask(
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_ =>
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{
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var isBuilding = group == "Building" || group == "Defense";
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if( !hasPlayedSound && order.Player == Game.LocalPlayer )
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{
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Sound.Play( isBuilding ? "conscmp1.aud" : "unitrdy1.aud" );
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hasPlayedSound = true;
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}
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if( !isBuilding )
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Game.BuildUnit( order.Player, order.TargetString );
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} ) ) );
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break;
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}
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case "PauseProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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producing.Paused = ( order.TargetLocation.X != 0 );
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break;
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}
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case "CancelProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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order.Player.CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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break;
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}
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}
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}
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}
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}
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@@ -24,6 +24,9 @@ namespace OpenRa.Game
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case "DeliverOre":
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case "Harvest":
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case "SetRallyPoint":
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case "StartProduction":
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case "PauseProduction":
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case "CancelProduction":
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{
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foreach( var t in order.Subject.traits.WithInterface<IOrder>() )
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t.ResolveOrder( order.Subject, order );
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@@ -51,52 +54,6 @@ namespace OpenRa.Game
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} );
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break;
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}
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case "StartProduction":
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{
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string group = Rules.UnitCategory[ order.TargetString ];
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var ui = Rules.UnitInfo[ order.TargetString ];
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var time = ui.Cost
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* Rules.General.BuildSpeed /* todo: country-specific build speed bonus */
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* (25 * 60) /* frames per min */ /* todo: build acceleration, if we do that */
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/ 1000;
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time = .08f * time; /* temporary hax so we can build stuff fast for test */
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if (!Rules.TechTree.BuildableItems(order.Player, group).Contains(order.TargetString))
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return; /* you can't build that!! */
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bool hasPlayedSound = false;
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order.Player.BeginProduction(group,
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new ProductionItem(order.TargetString, (int)time, ui.Cost,
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() => Game.world.AddFrameEndTask(
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_ =>
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{
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var isBuilding = group == "Building" || group == "Defense";
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if (!hasPlayedSound && order.Player == Game.LocalPlayer)
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{
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Sound.Play(isBuilding ? "conscmp1.aud" : "unitrdy1.aud");
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hasPlayedSound = true;
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}
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if (!isBuilding)
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Game.BuildUnit(order.Player, order.TargetString);
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})));
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break;
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}
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case "PauseProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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producing.Paused = ( order.TargetLocation.X != 0 );
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break;
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}
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case "CancelProduction":
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{
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var producing = order.Player.Producing( Rules.UnitCategory[ order.TargetString ] );
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if( producing != null && producing.Item == order.TargetString )
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order.Player.CancelProduction( Rules.UnitCategory[ order.TargetString ] );
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break;
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}
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case "Chat":
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{
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Game.chat.AddLine(order.Player, order.TargetString);
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Block a user